Fighter
Base Class: Fighter

Big Strong Ferocious Man. You get to be really strong and big and scary.

Heavy Strike

Beginning when you choose this archetype at 3rd level, you can choose to disregard technique to strike with intense strength. When you make a melee weapon attack, you can choose to roll with Disadvantage. If the attack hits, it deals extra damage equal to half your Fighter Level (rounded down) + Proficiency Bonus. You may use this ability only once per turn.

Ferocious Attacks

Starting at 7th level, you can Intimidate your foes when you slay their allies. When an attack you make drops a creature to 0 Hit Points, choose a number of other creatures that you can see within 30 feet of you up to your Charisma modifier (minimum of 1). If a creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to force all frightened creatures to make another Wisdom saving throw to extend the effect until the end of your next turn. This effect ends early if a creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Adrenaline Rush

Starting at 10th level, when you roll for Initiative, you gain temporary hit points equal to your Fighter Level.

Solid Foundation

Starting at 15th level, you can stand as solid as a boulder. When you use no more than half of your movement on your turn, you gain the following benefits until the beginning of your next turn:

  • You gain advantage on Attack rolls you make with melee weapons.
  • You gain advantage on Saving throws you make to avoid falling prone.
  • You gain advantage on Saving throws you make to avoid being pushed or pulled.

Relentless Recovery

At 18th level, you can push yourself to fight through injuries. You gain an additional use of your Second Wind feature, and you regain both uses when you finish a short or long rest. Additionally, if you are dropped to 0 hit points, you can use your reaction to use your Second Wind feature.

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